One day, as the higher powers were messing around, one of them messed up. Big time. Now...
User | Total |
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LordPenguin | 48 |
Diplomacy |
18 (Base 9) |
Cap: 45 |
Presence |
40 |
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Leadership |
40 |
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Empathy |
10 |
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Stewardship |
14 (Base 5) |
Cap: 35 |
Entrepreneurship |
35 |
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Self sufficiency |
20 |
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Accounting |
35 |
|
Martial |
20 |
Cap: 50 |
Strategy |
40 |
|
Armed combat(weapon) |
20 |
|
Logistics |
50 |
|
Intrigue |
30 (Base 10(capped)) |
Cap:75 |
Manipulation |
40 |
|
Perception |
60 (People : 20) |
|
Stealth |
75 |
|
Learning |
30 (Base 10 (capped)) |
Cap: 75 |
Acquisition |
70 |
|
Crafting (craft) |
75 (Potions 100)(alchemy 90) |
|
Common sense |
50 |
|
Mysticism |
20 (Base 8) |
Cap: 50 |
Magical Combat |
35 |
|
Utility magic |
45 |
|
Lore |
50 |
Diplomacy |
16 (Base 7) |
Cap: 40 |
|
Presence |
25 |
|
Leadership |
20 |
|
Empathy |
25 |
Stewardship |
8 (Base 6) |
Cap: 20 |
|
Entrepreneurship |
15 |
|
Self sufficiency |
20 |
|
Accounting |
15 |
Martial |
26 (base 8) |
Cap: 65 |
|
Strategy |
60 |
|
Armed combat(weapon) |
65 |
|
Logistics |
60 |
Intrigue |
15 (Base 10(capped)) |
Cap: 35 (37,5) |
|
Manipulation |
20 |
|
Perception |
35 |
|
Stealth |
35 |
Learning |
9 (Base 8) |
Cap: 20 (22,5) |
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Bureaucracy |
20 |
|
Crafting (craft) |
0 |
|
Common sense |
20 |
Mysticism |
10 (Base 9) |
Cap: 25 |
|
Magical Combat |
25 |
|
Utility magic |
25 |
|
Lore |
25 |
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Stoneskin - 2 mana Combat - Blessing Stoneskin increases the target's Melee and Ranged Defense by 25%. Then the druid put two pebbles in his mouth. Was he mad? I soon found out why as his skin hardened, turning instead the same color and texture as granite. |
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Fortune - 3 mana Combat - Blessing Fortune grants the target maximum luck. If there's one thing I've learned over the years, it's never gamble with an elf. I don't know how they do it, but if you put your gold down, it's as good as gone. |
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Quicksand - 3 mana Combat - Indirect Curse Creates a patch of quicksand, the size of which is based on the caster's level. All targets require a full turn to move through 2 feet of quicksand. I refuse to fight an enemy who has the ground itself at their command! War is about gaining strategic ground, but what do you do when the enemy changes the rules of Nature? |
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Necromancy Ward - 5 mana Combat - Blessing Necromancy Ward prevents any Raise or Animate Dead spell from working for the duration of the combat. It affects all targets on the Combat Map, including dead ones. Our graves and tombs must be safe from the disgusting grasp of the necromancers! |
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Giant Strength - 3 mana Combat - Blessing Giant Strength increases the target's Hit Points and damage by 25%. She was a little old woman. No one expected any trouble from her. Before we knew it, three of us had broken arms! |
COMBAT - Primary Skill Increases hero's Melee and Ranged Defence. . Master: Melee and Ranged Defence = 40. |
Melee - Combat Secondary Skill Increases hero's Melee Attack and divides the natural defence of enemy creatures. Never reduces enemy hero's defence. Never reduces creature defence below 10. Master: Melee Attack = 40. Natural defence of enemy creatures divided by 4. Hero has First Strike ability. Requires Advanced Combat. |
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Magic Resistance - Combat Secondary Skill Hero has a chance to resist hostile spells. Expert: 70%. |
TACTICS - Primary Skill Increases speed and movement of all friendly creatures. Basic: +1 speed, +1 movement. |
Offense - Tactics Secondary Skill Increases Melee and Ranged Attack of all friendly creatures. Basic: +10% to Melee and Ranged Attack. |
Defence - Tactics Secondary Skill Increases Melee and Ranged Defence of all friendly creatures. Advanced: +20% to Melee and Ranged Defence. |
Leadership - Tactics Secondary Skill Increases morale and luck of all friendly creatures. Advanced: +2 morale, +2 luck. |
NATURE MAGIC - Primary Skill Gives hero the ability to cast Nature Magic spells. Basic: hero can cast level 1 Nature Magic spells. Gives one level 1 Nature Magic spell. |
Herbalism - Nature Magic Secondary Skill Gives the hero extra spell points and increases spell point recovery. Basic: +10 spell points, +2 spell points recovered per day. |
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LIFE MAGIC - Primary Skill Gives hero the ability to cast Life Magic spells. Basic: hero can cast level 1 Life Magic spells. Gives one level 1 Life Magic spell. |
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Resurrection - Life Magic Secondary Skill Allows the hero to resurrect a percentage of friendly creatures who die in combat. Undead, mechanical and elemental creatures cannot be resurrected. Advanced: 30%. |
ORDER MAGIC - Primary Skill Gives hero the ability to cast Order Magic spells. Basic: hero can cast level 1 Order Magic spells. Gives one level 1 Order Magic spell. |
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Speed - 2 mana Combat - Blessing Speed increases a friendly target's speed and movement by 3. Something flashed at the edge of my vision. I turned. Nothing but trees. There it was again! Little did I know that this would continue for hours before I left the forest. |
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Holy Word - 2 mana Combat - Direct Life Damage to Death Units Damage: 49 + 4 dmg/level + Spirituality Holy Word does damage to a single Death target based on the level of the caster. The power of Life concentrated in a single word - it's as good as a sword against those with evil souls. |
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Blur - 2 mana Combat - Blessing Blur obscures the target's true position, increasing its Ranged Defense by 50%. A good archer has steady hands and keen eyesight. The hands are remarkably difficult to influence, unlike the eyes, which sit there at the front of the mind. |
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NATURE MAGIC - Primary Skill Gives hero the ability to cast Nature Magic spells. Expert: hero can cast level 3 Nature Magic spells. Requires Advanced Herbalism and Basic Meditation. |
Herbalism - Nature Magic Secondary Skill Gives the hero extra spell points and increases spell point recovery. Advanced: +20 spell points, +4 spell points recovered per day. Requires Advanced Nature Magic. |
Meditation - Nature Magic Secondary Skill Increases the effectiveness of Nature Magic spells. Basic: +20%. Requires Advanced Nature Magic. |
Summoning - Nature Magic Secondary Skill Hero summons creatures into his/her army every day. Advanced: summons Leprechauns, Sprites or Wolves at a rate of 20 experience points of creatures per day. |
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Stoneskin - 2 mana Combat - Blessing Stoneskin increases the target's Melee and Ranged Defense by 25%. Then the druid put two pebbles in his mouth. Was he mad? I soon found out why as his skin hardened, turning instead the same color and texture as granite. |
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Fortune - 3 mana Combat - Blessing Fortune grants the target maximum luck. If there's one thing I've learned over the years, it's never gamble with an elf. I don't know how they do it, but if you put your gold down, it's as good as gone. |
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Quicksand - 3 mana Combat - Indirect Curse Creates a patch of quicksand, the size of which is based on the caster's level. All targets require a full turn to move through 2 feet of quicksand. I refuse to fight an enemy who has the ground itself at their command! War is about gaining strategic ground, but what do you do when the enemy changes the rules of Nature? |
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Necromancy Ward - 5 mana Combat - Blessing Necromancy Ward prevents any Raise or Animate Dead spell from working for the duration of the combat. It affects all targets on the Combat Map, including dead ones. Our graves and tombs must be safe from the disgusting grasp of the necromancers! |
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ORDER MAGIC - Primary Skill Gives hero the ability to cast Order Magic spells. Basic: hero can cast level 1 Order Magic spells. Gives one level 1 Order Magic spell. Advanced: hero can cast level 2 Order Magic spells. Requires Basic Enchantment. |
Enchantment - Order Magic Secondary Skill Gives the hero extra spell points and increases spell point recovery. Basic: +10 spell points, +2 spell points recovered per day. |
Wizardry - Order Magic Secondary Skill Increases the effectiveness of Order Magic spells. Basic: +20%. Requires Advanced Order Magic. |
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COMBAT - Primary Skill Increases hero's Melee and Ranged Defence. Advanced: Melee and Ranged Defence = 20. |
Melee - Combat Secondary Skill Increases hero's Melee Attack and divides the natural defence of enemy creatures. Never reduces enemy hero's defence. Never reduces creature defence below 10. Master: Melee Attack = 40. Natural defence of enemy creatures divided by 4. Hero has First Strike ability. Requires Advanced Combat. |
Archery - Combat Secondary Skill Increases hero's Ranged Attack and divides the natural defence of enemy creatures Never reduces enemy hero's defence. Never reduces creature defence below 10. Basic: Ranged Attack = 10. |
Magic Resistance - Combat Secondary Skill Hero has a chance to resist hostile spells. Expert: 70%. |
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Spiritual Armor - 2 mana Combat - Bless When cast on a friendly target, Spiritual Armor increases it's Melee and Ranged Defense by 25%. Real armor wears a man down after hours of battle. Something lighter was needed for those of us who were in an inferior physical condition. |
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COMBAT - Primary Skill Increases hero's Melee and Ranged Defence. Advanced: Melee and Ranged Defence = 20. |
Archery - Combat Secondary Skill Increases hero's Ranged Attack and divides the natural defence of enemy creatures Never reduces enemy hero's defence. Never reduces creature defence below 10. Master: Ranged Attack = 30. Natural defence of enemy creatures divided by 2. No damage penalties for long range, obstacles and castle walls. Hero has Ranged First Strike ability. Requires Advanced Combat. |
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ORDER MAGIC - Primary Skill Gives hero the ability to cast Order Magic spells. Basic: hero can cast level 1 Order Magic spells. Gives one level 1 Order Magic spell. |
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Precision - 2 mana Combat - Blessing Precision increases the target's Ranged Attack by 25%, and also gives target no penalty for range, walls or obstacles. Firing aimlessly into the enemy is a tactic used too often by foolish commanders. Why leave to chance what you can control? |
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